Administrators eqsanctum 1,636 Administrators Share Posted April 3, 2016 [align=center]Lunariel's Guide to Resource Caps [/align] (As originally posted in 2005) Every weaponsmith knows that conductivity on Plumbum Iron is horrible, never exceeding two digits. The reason is that Iron has 8 subclasses. In fact, they are just like radioactive and petrochemicals, just with a more fancy name. So Plumbum is really Iron Class 1. And for most of the resource types with subclasses, the stats are capped within a limited range depending on the class. The formula is simply to divide the base range by the number of subclasses and then extend the resulting range by 30% in each direction like this: MinCap = ROUND(MAX(BaseMin,BaseMin+(ClassLevel-13/10)*(BaseMax-BaseMin)/TotalLevels)) MaxCap = ROUND(MIN(BaseMax,BaseMin+(ClassLevel+3/10)*(BaseMax-BaseMin)/TotalLevels)) From my testing, I believe 1 and not 0 is used for BaseMin and that the final result is rounded and not truncated. BaseMin is minimum value for class 1 and BaseMax is the maximum value for the highest class. ClassLevel is the class number and TotalLevels is the total number of classes. Let's do an example with Plumbum which has a range of 1 to 500 on CD: MinCap = ROUND(MAX(1,1+(1-13/10)*(500-1)/8)) = 1 MaxCap = ROUND(MIN(500,1+(1+3/10)*(500-1)/8)) = 82 499 divided by 8 makes 62.37. Adding this to the minium, extending with 30% in each direction and rounding the result, we get -18 to 82. This is then adjusted to 1 to 82 since the subclass range can not exceed the base range. Using the Find Resource here on SWGCraft, sorting by conductivity, I get an obvious mistype at the top. After that there are 5 Plumbum from 5 different servers with conductivity 82. The formula above seems to apply to every stat except OQ on Aluminium, Copper, Iron, Steel, Carbonate Ore, Siliclastic Ore, Extrusive Ore, Intrusive Ore, Armophous Gemstone, Crystalline Gemstone, Solid Petrochemical, Radioactive and Inert Gas. Liquid Petrochemical and Reactive Gas are the only ones with subclasses that don't follow the formula. For Liquid petrochemical, the DR range is fixed at 1 to 600 for every subclass. And the PE range is 1 to 1000 for every subclass too. More peculiar is Reactive Gas, which have different ranges on DR for each subclass, but without any obvious patterns. Also some subclasses of reactive gas seems to have suddenly gotten a minimum cap in the last 3-5 months. while ancient logs show them down in single and double digits. It almost seems like the subclass ranges for these have been hardcoded instead. Edit Aug 9th: The DR on Reactive Gas was changed in Publish 4 last November. Thanks to Lemy for digging up this. Crafting and Caps There was a major change to crafting in Publish 15 with the CU. It was discovered by Brynn in this post here on SWGCraft. And the Patch on May 10th corrected that system so that minimum caps are now ignored. Now stats may be weighted by the maximum caps of the resource type for the box it's put into when crafting. The formula for the weighting is now: Stat*1000/Maximum Cap This change was done for all crafting. I've tested it against several types and the rules seems to be something like this: - Resources at the bottom of of resource tree use the new rules. Like Colat Iron, Lokian Wild Wheat. - Resources one step further up may use the new rules. generic Steel use it, while generic Herbivore Meat doesn't. They probably only implemented it for the Metal groups and possibly the Ore and Gemstone groups too. Even further up it's probably not used. It's not used for Non-Ferrous nor for Wood. - The caps used are the old caps before the JTL resources. So a Steel box will count the max CD as 650. If you put a JTL Steel there with higher CD than that, it considers the CD to be exactly 650. So any uber CD JTL Steel is less valuable right now. But it should still be good in Ferrous boxes. An example: You have a Thoranium Steel with CD 252. If you put it into a Thoranium box, the CD will count as 900 since Thoranium has a maximum cap of 280 (252*1000/280). If you put it in a Steel box the cap is 650 and it will count as 387. If you put it in Metal/Mineral/Inorganic box the new weighting rules do not apply and it will count as an unmodified 252. Estei made a calculator here which uses a list of all the caps and calculates the new weighted value for you. Just make sure that it has been updated with the May 10th changes, or you can correct it yourself by setting all minimum caps to 0. There doesn't seem to be any changes to the actual caps. I've checked the spawns after the CU on my server and the stats are within the expected ranges. A full list of the caps follows in the next 2 posts. Edit Aug 9th: Corrected PE on Flowers. Thanks to Loriena for pointing out the missing cap on PE. Edit Oct 22nd: Corrected PE and FL on Domesticated Meat. Thanks to Snift-GMC for discovering it. Edit Oct 22nd: Added the new resources for Publish 11. None of them seem to have any caps at all. Edit May 4th: Rewrote the crafting paragraph with the Publish 15 changes. Edit May 11th: Rewrote the crafting paragraph again with the patch update. Resource Caps By Stat This list is mostly based upon data gathered from the SWGCraft database and my own sampling over the last months. There was a change in the caps for reactive gas a while back, so there is no guarantee that it will stay this way forever. Some may change and I may have made a few mistakes as well. Please post here if you find any relatively new resources which doesn't match the data below. One star means it has subclasses following the formula above, two stars means the subclasses are not following it. Most resources with the full range 1 to 1000 have been omitted, but some have been included for comparison. Edit Oct 22nd: Added the prefix 'Old' to specify pre-Publish 11 types. The new types in Publish 11 are uncapped and doesn't follow the old ranges. ER - Entangle Resistance Armopohous Gemstone: 1 - 800 * Crystalline Gemstone: 500 - 1000 * Unknown Gemstone: 1 - 1000 CR - Cold Resistance Old Aluminium: 1 - 800 * Old Copper: 1 - 800 * Unknown Non-Ferrous: 1 - 800 Iron: 1 - 800 * Old Steel: 1 - 800 * Unknown Ferrous: 1 - 800 Carbonate Ore: 300 - 1000 * Old Siliclastic Ore: 300 - 1000 * Unknown Sedimentary Ore: 300 - 1000 Extrusive Ore: 200 - 1000 * Intrusive Ore: 200 - 1000 * Unknown Igneous Ore: 200 - 1000 Armopohous Gemstone: 1 - 1000 * Crystalline Gemstone: 1 - 1000 * Unknown Gemstone: 1 - 1000 CD - Conductivity Old Copper: 500 - 1000 * Old Aluminium: 300 - 800 * Unknown Non-Ferrous: 300 - 1000 Old Steel: 1 - 650 * Iron: 1 - 500 * Unknown Ferrous: 1 - 600 DR - Decay Resistance Old Copper: 1 - 700 * Old Aluminium: 1 - 800 * Unknown Non-Ferrous: 1 - 700 Old Steel: 500 - 1000 * Iron: 300 - 1000 * Unknown Ferrous: 300 - 1000 Old Siliclastic Ore: 1 - 700 * Carbonate Ore: 1 - 700 * Unknown Sedimentary Ore: 1 - 700 Extrusive Ore: 300 - 1000 * Intrusive Ore: 300 - 1000 * Unknown Igneous Ore: 300 - 1000 Armopohous Gemstone: 1 - 1000 * Crystalline Gemstone: 1 - 1000 * Unknown Gemstone: 1 - 1000 Old Known Radioactive: 400 - 800 * Unknown Radioactive: 1 - 800 Known Solid Petrochemical: 1 - 800 * Unknown Solid Petrochemical: 1 - 1000 Known Liquid Petrochemical: 1 - 600 ** Unknown Liquid Petrochemical: 1 - 1000 Known Inert Gas: 1 - 800 * Unknown Inert Gas: 1 - 1000 Known Reactive Gas: 1- 1000 ** Unknown Reactive Gas: 1 - 1000 Conifer Wood: 1 - 600 Evergreen Wood: 1 - 500 Decidious Wood: 1 - 800 Animal Bones: 300 - 1000 Avian Bones: 1 - 700 Horns: 200 - 1000 HR - Heat Resistance Old Copper: 200 - 650 * Old Aluminium: 200 - 800 * Unknown Non-Ferrous: 200 - 800 Old Steel: 600 - 1000 * Iron: 500 - 1000 * Unknown Ferrous: 300 - 1000 Old Siliclastic Ore: 300 - 1000 * Carbonate Ore: 400 - 1000 * Unknown Sedimentary Ore: 300 - 1000 Extrusive Ore: 400 - 1000 * Intrusive Ore: 700 - 1000 * Unknown Igneous Ore: 400 - 1000 Armopohous Gemstone: 600 - 1000 * Crystalline Gemstone: 700 - 1000 * Unknown Gemstone: 600 - 1000 MA - Mallability Old Copper: 500 - 1000 * Old Aluminium: 300 - 1000 * Unknown Non-Ferrous: 300 - 1000 Old Steel: 1 - 400 * Iron: 1 - 600 * Unknown Ferrous: 1 - 600 Old Siliclastic Ore: 300 - 1000 * Carbonate Ore: 300 - 1000 * Unknown Sedimentary Ore: 300 - 1000 Extrusive Ore: 1 - 600 * Intrusive Ore: 1 - 600 * Unknown Igneous Ore: 1 - 800 Armopohous Gemstone: 1 - 600 * Crystalline Gemstone: 1 - 400 * Unknown Gemstone: 1 - 600 Conifer Wood: 600 - 1000 Evergreen Wood: 800 - 1000 Decidious Wood: 400 - 800 Animal Bones: 1 - 500 Avian Bones: 1 - 600 Horns: 1 - 500 FL - Flavor Avian Meat: 1 - 700 Carnivore Meat: 300 - 1000 Herbivore Meat: 1 - 700 Insect Meat: 1 - 1000 Reptilian Meat: 1 - 1000 Wild Meat: 1 - 700 Domesticated Meat: 300 - 1000 Domesticated Milk: 1 - 700 Wild Milk: 1 - 1000 Domesticated Cereal: 1 - 700 Wild Cereal: 300 - 1000 PE - Potential Energy Old Known Radioactive: 500 - 1000 * Known Solid Petrochemical: 300 - 1000 * Known Liquid Petrochemical: 1 - 1000 ** Wind Energy: 1 - 400 Solar Energy: 200 - 600 Avian Meat: 300 - 1000 Carnivore Meat: 300 - 1000 Herbivore Meat: 1 - 700 Insect Meat: 300 - 1000 Reptilian Meat: 1 - 1000 Wild Meat: 300 - 1000 Domesticated Meat: 1 - 700 Domesticated Milk: 300 - 1000 Wild Milk: 1 - 700 Domesticated Cereal: 300 - 1000 Wild Cereal: 1 - 700 Flowers: 1 - 700 OQ - Overall Quality Water: 600 - 1000 Wind Energy: 500 - 500 Solar Energy: 500 - 500 SR - Shock Resistance Old Copper: 300 - 800 * Old Aluminium: 300 - 900 * Unknown Non-Ferrous: 300 - 900 Old Steel: 500 - 1000 * Iron: 400 - 1000 * Unknown Ferrous: 400 - 1000 Old Siliclastic Ore: 1 - 600 * Carbonate Ore: 1 - 700 * Unknown Sedimentary Ore: 1 - 700 Extrusive Ore: 400 - 1000 * Intrusive Ore: 500 - 1000 * Unknown Igneous Ore: 400 - 1000 Armopohous Gemstone: 1 - 1000 * Crystalline Gemstone: 300 - 1000 * Unknown Gemstone: 1 - 1000 Conifer Wood: 1 - 400 Evergreen Wood: 1 - 400 Decidious Wood: 300 - 700 Animal Bones: 400 - 1000 Avian Bones: 100 - 500 Horns: 300 - 700 UT - Unit Toughness Old Copper: 300 - 800 * Old Aluminium: 300 - 900 * Unknown Non-Ferrous: 300 - 1000 Old Steel: 400 - 1000 * Iron: 400 - 1000 * Unknown Ferrous: 400 - 1000 Old Siliclastic Ore: 1 - 700 * Carbonate Ore: 200 - 1000 * Unknown Sedimentary Ore: 1 - 1000 Extrusive Ore: 400 - 1000 * Intrusive Ore: 400 - 1000 * Unknown Igneous Ore: 400 - 1000 Armopohous Gemstone: 1 - 1000 * Crystalline Gemstone: 300 - 1000 * Unknown Gemstone: 1 - 1000 Conifer Wood: 1 - 300 Evergreen Wood: 1 - 300 Decidious Wood: 1 - 800 Animal Bones: 1 - 1000 Avian Bones: 1 - 500 Horns: 1 - 500 Edit Aug 9th: Corrected PE on Flowers. Edit Oct 22nd: Corrected FL and PE on Domesticated Meat. Resource Caps By Type Minerals Titanium Aluminum: CR 1 - 174, CD 300 - 408, DR 1 - 174, HR 200 - 330, MA 300 - 452, SR 300 - 430, UT 300 - 430 Agrinium Aluminum: CR 94 - 307, CD 358 - 492, DR 94 - 307, HR 270 - 430, MA 382 - 568, SR 370 - 530, UT 370 - 530 Chromium Aluminum: CR 227 - 440, CD 442 - 575, DR 227 - 440, HR 370 - 530, MA 498 - 685, SR 470 - 630, UT 470 - 630 Duralumin Aluminum: CR 361 - 574, CD 525 - 658, DR 361 - 574, HR 470 - 630, MA 615 - 802, SR 570 - 730, UT 570 - 730 Link-Steel Aluminum: CR 494 - 707, CD 608 - 742, DR 494 - 707, HR 570 - 730, MA 732 - 918, SR 670 - 830, UT 670 - 830 Phrik Aluminum: CR 627 - 800, CD 692 - 800, DR 627 - 800, HR 670 - 800, MA 848 - 1000, SR 770 - 900, UT 770 - 900 Perovskitic Aluminium: None Desh Copper: CR 1 - 116, CD 500 - 572, DR 1 - 102, HR 200 - 265, MA 500 - 572, SR 300 - 372, UT 300 - 372 Thallium Copper: CR 63 - 205, CD 539 - 628, DR 55 - 180, HR 235 - 315, MA 539 - 628, SR 339 - 428, UT 339 - 428 Beyrllius Copper: CR 152 - 294, CD 594 - 683, DR 133 - 257, HR 285 - 365, MA 594 - 683, SR 394 - 483, UT 394 - 483 Codoan Copper: CR 241 - 383, CD 650 - 739, DR 211 - 335, HR 335 - 415, MA 650 - 739, SR 450 - 539, UT 450 - 539 Diatium Copper: CR 329 - 472, CD 706 - 794, DR 288 - 413, HR 385 - 465, MA 706 - 794, SR 506 - 594, UT 506 - 594 Kelsh Copper: CR 418 - 560, CD 761 - 850, DR 366 - 490, HR 435 - 515, MA 761 - 850, SR 561 - 650, UT 561 - 650 Mythra Copper: CR 507 - 649, CD 817 - 906, DR 444 - 568, HR 485 - 565, MA 817 - 906, SR 617 - 706, UT 617 - 706 Platinite Copper: CR 596 - 738, CD 872 - 961, DR 521 - 646, HR 535 - 615, MA 872 - 961, SR 672 - 761, UT 672 - 761 Polysteel Copper: CR 685 - 800, CD 928 - 1000, DR 599 - 700, HR 585 - 650, MA 928 - 1000, SR 728 - 800, UT 728 - 800 Conductive Borcarbitic Copper: None Plumbum Iron: CR 1 - 131, CD 1 - 82, DR 300 - 414, HR 500 - 581, MA 1 - 98, SR 400 - 498, UT 400 - 498 Polonium Iron: CR 71 - 231, CD 45 - 144, DR 361 - 501, HR 544 - 644, MA 53 - 173, SR 453 - 573, UT 453 - 573 Axidite Iron: CR 171 - 331, CD 107 - 207, DR 449 - 589, HR 606 - 706, MA 128 - 248, SR 528 - 648, UT 528 - 648 Bronzium Iron: CR 271 - 430, CD 169 - 269, DR 536 - 676, HR 669 - 769, MA 203 - 323, SR 603 - 723, UT 603 - 723 Colat Iron: CR 371 - 530, CD 232 - 332, DR 624 - 764, HR 731 - 831, MA 278 - 398, SR 678 - 798, UT 678 - 798 Dolovite Iron: CR 470 - 630, CD 294 - 394, DR 711 - 851, HR 794 - 894, MA 353 - 473, SR 753 - 873, UT 753 - 873 Doonium Iron: CR 570 - 730, CD 357 - 456, DR 799 - 939, HR 856 - 956, MA 428 - 548, SR 828 - 948, UT 828 - 948 Kammris Iron: CR 670 - 800, CD 419 - 500, DR 886 - 1000, HR 919 - 1000, MA 503 - 600, SR 903 - 1000, UT 903 - 1000 Rhodium Steel: CR 1 - 105, CD 1 - 85, DR 500 - 565, HR 600 - 652, MA 1 - 53, SR 500 - 565, UT 400 - 478 Kiirium Steel: CR 57 - 185, CD 46 - 150, DR 535 - 615, HR 628 - 692, MA 29 - 93, SR 535 - 615, UT 442 - 538 Cubirian Steel: CR 137 - 265, CD 111 - 215, DR 585 - 665, HR 668 - 732, MA 69 - 133, SR 585 - 665, UT 502 - 598 Thoranium Steel: CR 217 - 345, CD 176 - 280, DR 635 - 715, HR 708 - 772, MA 109 - 173, SR 635 - 715, UT 562 - 658 Neutronium Steel: CR 297 - 424, CD 241 - 345, DR 685 - 765, HR 748 - 812, MA 149 - 212, SR 685 - 765, UT 622 - 718 Duranium Steel: CR 377 - 504, CD 306 - 410, DR 735 - 815, HR 788 - 852, MA 189 - 252, SR 735 - 815, UT 682 - 778 Ditanium Steel: CR 456 - 584, CD 371 - 475, DR 785 - 865, HR 828 - 892, MA 228 - 292, SR 785 - 865, UT 742 - 838 Quadranium Steel: CR 536 - 664, CD 436 - 540, DR 835 - 915, HR 868 - 932, MA 268 - 332, SR 835 - 915, UT 802 - 898 Carbonite Steel: CR 616 - 744, CD 501 - 605, DR 885 - 965, HR 908 - 972, MA 308 - 372, SR 885 - 965, UT 862 - 958 Duralloy Steel: CR 696 - 800, CD 566 - 650, DR 935 - 1000, HR 948 - 1000, MA 348 - 400, SR 935 - 1000, UT 922 - 1000 Crystallized Bicorbantium Steel: None Hardened Arveshium Steel: None Alantium Carbonate Ore: CR 300 - 414, DR 1 - 115, HR 400 - 498, MA 300 - 414, SR 1 - 115, UT 200 - 330 Barthierium Carbonate Ore: CR 361 - 501, DR 62 - 202, HR 453 - 573, MA 361 - 501, SR 62 - 202, UT 270 - 430 Chromite Carbonate Ore: CR 449 - 589, DR 150 - 289, HR 528 - 648, MA 449 - 589, SR 150 - 289, UT 370 - 530 Frasium Carbonate Ore: CR 536 - 676, DR 237 - 377, HR 603 - 723, MA 536 - 676, SR 237 - 377, UT 470 - 630 Lommite Carbonate Ore: CR 624 - 764, DR 324 - 464, HR 678 - 798, MA 624 - 764, SR 324 - 464, UT 570 - 730 Ostrine Carbonate Ore: CR 711 - 851, DR 412 - 551, HR 753 - 873, MA 711 - 851, SR 412 - 551, UT 670 - 830 Varium Carbonate Ore: CR 799 - 939, DR 499 - 639, HR 828 - 948, MA 799 - 939, SR 499 - 639, UT 770 - 930 Zinsiam Carbonate Ore: CR 886 - 1000, DR 586 - 700, HR 903 - 1000, MA 886 - 1000, SR 586 - 700, UT 870 - 1000 Ardanium Siliclastic Ore: CR 300 - 452, DR 1 - 152, HR 300 - 452, MA 300 - 452, SR 1 - 131, UT 1 - 152 Cortosis Siliclastic Ore: CR 382 - 568, DR 83 - 269, HR 382 - 568, MA 382 - 568, SR 71 - 231, UT 83 - 269 Crism Siliclastic Ore: CR 498 - 685, DR 199 - 385, HR 498 - 685, MA 498 - 685, SR 171 - 330, UT 199 - 385 Malab Siliclastic Ore: CR 615 - 802, DR 316 - 502, HR 615 - 802, MA 615 - 802, SR 271 - 430, UT 316 - 502 Robindun Siliclastic Ore: CR 732 - 918, DR 432 - 618, HR 732 - 918, MA 732 - 918, SR 370 - 530, UT 432 - 618 Tertian Siliclastic Ore: CR 848 - 1000, DR 549 - 700, HR 848 - 1000, MA 848 - 1000, SR 470 - 600, UT 549 - 700 Fermionic Siliclastic Ore: None Bene Extrusive Ore: CR 200 - 304, DR 300 - 391, HR 400 - 478, MA 1 - 79, SR 400 - 478, UT 400 - 478 Chronamite Extrusive Ore: CR 256 - 384, DR 349 - 461, HR 442 - 538, MA 43 - 139, SR 442 - 538, UT 442 - 538 Ilimium Extrusive Ore: CR 336 - 464, DR 419 - 531, HR 502 - 598, MA 103 - 199, SR 502 - 598, UT 502 - 598 Kalonterium Extrusive Ore: CR 416 - 544, DR 489 - 601, HR 562 - 658, MA 163 - 259, SR 562 - 658, UT 562 - 658 Keschel Extrusive Ore: CR 496 - 624, DR 559 - 671, HR 622 - 718, MA 223 - 318, SR 622 - 718, UT 622 - 718 Lidium Extrusive Ore: CR 576 - 704, DR 629 - 741, HR 682 - 778, MA 283 - 378, SR 682 - 778, UT 682 - 778 Maranium Extrusive Ore: CR 656 - 784, DR 699 - 811, HR 742 - 838, MA 342 - 438, SR 742 - 838, UT 742 - 838 Pholokite Extrusive Ore: CR 736 - 864, DR 769 - 881, HR 802 - 898, MA 402 - 498, SR 802 - 898, UT 802 - 898 Quadrenium Extrusive Ore: CR 816 - 944, DR 839 - 951, HR 862 - 958, MA 462 - 558, SR 862 - 958, UT 862 - 958 Vintrium Extrusive Ore: CR 896 - 1000, DR 909 - 1000, HR 922 - 1000, MA 522 - 600, SR 922 - 1000, UT 922 - 1000 Berubium Intrusive Ore: CR 200 - 316, DR 300 - 401, HR 700 - 743, MA 1 - 88, SR 500 - 572, UT 400 - 487 Chanlon Intrusive Ore: CR 262 - 404, DR 354 - 479, HR 723 - 777, MA 48 - 154, SR 539 - 628, UT 447 - 553 Corintium Intrusive Ore: CR 351 - 493, DR 432 - 557, HR 757 - 810, MA 114 - 221, SR 594 - 683, UT 513 - 620 Derillium Intrusive Ore: CR 440 - 582, DR 510 - 634, HR 790 - 843, MA 181 - 287, SR 650 - 739, UT 580 - 687 Oridium Intrusive Ore: CR 529 - 671, DR 588 - 712, HR 823 - 877, MA 247 - 354, SR 706 - 794, UT 647 - 753 Dylinium Intrusive Ore: CR 618 - 760, DR 666 - 790, HR 857 - 910, MA 314 - 420, SR 761 - 850, UT 713 - 820 Hollinium Intrusive Ore: CR 707 - 849, DR 743 - 868, HR 890 - 943, MA 380 - 487, SR 817 - 906, UT 780 - 887 Ionite Intrusive Ore: CR 796 - 938, DR 821 - 946, HR 923 - 977, MA 447 - 553, SR 872 - 961, UT 847 - 953 Katrium Intrusive Ore: CR 884 - 1000, DR 899 - 1000, HR 957 - 1000, MA 513 - 600, SR 928 - 1000, UT 913 - 1000 Bospridium Armophous Gemstone: ER 1 - 105, CR 1 - 131, DR 1 - 131, HR 600 - 652, MA 1 - 79, SR 1 - 131, UT 1 - 131 Baradium Armophous Gemstone: ER 57 - 185, CR 71 - 231, DR 71 - 231, HR 628 - 692, MA 43 - 139, SR 71 - 231, UT 71 - 231 Regvis Armophous Gemstone: ER 137 - 265, CR 171 - 331, DR 171 - 331, HR 668 - 732, MA 103 - 199, SR 171 - 331, UT 171 - 331 Plexite Armophous Gemstone: ER 217 - 345, CR 271 - 431, DR 271 - 431, HR 708 - 772, MA 163 - 259, SR 271 - 431, UT 271 - 431 Rudic Armophous Gemstone: ER 297 - 424, CR 371 - 530, DR 371 - 530, HR 748 - 812, MA 223 - 318, SR 371 - 530, UT 371 - 530 Ryll Armophous Gemstone: ER 377 - 504, CR 471 - 630, DR 471 - 630, HR 788 - 852, MA 283 - 378, SR 471 - 630, UT 471 - 630 Sedrellium Armophous Gemstone: ER 456 - 584, CR 570 - 730, DR 570 - 730, HR 828 - 892, MA 342 - 438, SR 570 - 730, UT 570 - 730 Stygium Armophous Gemstone: ER 536 - 664, CR 670 - 830, DR 670 - 830, HR 868 - 932, MA 402 - 498, SR 670 - 830, UT 670 - 830 Vendusii Armophous Gemstone: ER 616 - 744, CR 770 - 930, DR 770 - 930, HR 908 - 972, MA 462 - 558, SR 770 - 930, UT 770 - 930 Bal'ta'ran Armophous Gemstone: ER 696 - 800, CR 870 - 1000, DR 870 - 1000, HR 948 - 1000, MA 522 - 600, SR 870 - 1000, UT 870 - 1000 Byrothsis Crystalline Gemstone: ER 500 - 581, CR 1 - 163, DR 1 - 163, HR 700 - 749, MA 1 - 66, SR 300 - 414, UT 300 - 414 Gallinorian Rainbow Crystalline Gemstone: ER 544 - 644, CR 88 - 288, DR 88 - 288, HR 726 - 786, MA 36 - 116, SR 361 - 501, UT 361 - 501 Green Diamond Crystalline Gemstone: ER 606 - 706, CR 213 - 413, DR 213 - 413, HR 764 - 824, MA 86 - 166, SR 449 - 589, UT 449 - 589 Kerol Fire-Gem Crystalline Gemstone: ER 669 - 769, CR 338 - 538, DR 338 - 538, HR 801 - 861, MA 136 - 215, SR 536 - 676, UT 536 - 676 Seafah Jewel Crystalline Gemstone: ER 731 - 831, CR 463 - 663, DR 463 - 663, HR 839 - 899, MA 186 - 265, SR 624 - 764, UT 624 - 764 Sormahil Fire Gem Crystalline Gemstone: ER 794 - 894, CR 588 - 788, DR 588 - 788, HR 876 - 936, MA 235 - 315, SR 711 - 851, UT 711 - 851 Laboi Mineral Crystal Crystalline Gemstone: ER 856 - 956, CR 713 - 913, DR 713 - 913, HR 914 - 974, MA 285 - 365, SR 799 - 939, UT 799 - 939 Vertex Crystalline Gemstone: ER 919 - 1000, CR 838 - 1000, DR 838 - 1000, HR 951 - 1000, MA 335 - 400, SR 886 - 1000, UT 886 - 1000 Class 1 Solid Petrochemical: DR 1 - 149, PE 300 - 430 Class 2 Solid Petrochemical: DR 81 - 264, PE 370 - 530 Class 3 Solid Petrochemical: DR 195 - 378, PE 470 - 630 Class 4 Solid Petrochemical: DR 309 - 492, PE 570 - 730 Class 5 Solid Petrochemical: DR 423 - 606, PE 670 - 830 Class 6 Solid Petrochemical: DR 537 - 720, PE 770 - 930 Class 7 Solid Petrochemical: DR 652 - 800, PE 870 - 1000 Class 1 Radioactive: DR 400 - 474, PE 500 - 593 Class 2 Radioactive: DR 440 - 531, PE 550 - 664 Class 3 Radioactive: DR 497 - 589, PE 621 - 736 Class 4 Radioactive: DR 554 - 646, PE 693 - 807 Class 5 Radioactive: DR 611 - 703, PE 764 - 879 Class 6 Radioactive: DR 669 - 760, PE 836 - 950 Class 7 Radioactive: DR 726 - 800, PE 907 - 1000 High Grade Polymetric Radioactive: None Unknown Ferrous: CR 1 - 800, CD 1 - 600, DR 300 - 1000, HR 300 - 1000, MA 1 - 600, SR 400 - 1000, UT 400 - 1000 Unknown Non-Ferrous: CR 1 - 800, CD 300 - 1000, DR 1 - 700, HR 200 - 800, MA 300 - 1000, SR 300 - 900, UT 300 - 1000 Unknown Sedimentary Ore: CR 300 - 1000, DR 1 - 700, HR 300 - 1000, MA 300 - 1000, SR 1 - 700 Unknown Igneous Ore: CR 200 - 1000, DR 300 - 1000, HR 400 - 1000, MA 1 - 800, SR 400 - 1000, UT 400 - 1000 Unknown Gemstone: HR 600 - 1000, MA 1 - 600 Unknown Solid Petrochemical: None Unknown Radioactive: DR 1 - 800 Chemicals Class 1 Liquid Petrochemical: DR 1 - 600 Class 2 Liquid Petrochemical: DR 1 - 600 Class 3 Liquid Petrochemical: DR 1 - 600 Class 4 Liquid Petrochemical: DR 1 - 600 Class 5 Liquid Petrochemical: DR 1 - 600 Class 6 Liquid Petrochemical: DR 1 - 600 Class 7 Liquid Petrochemical: DR 1 - 600 Unknown Liquid Petrochemical: None Lubricating Oil: None Fiberplast: None Polymer: None Gas Hydron-3 Inert Gas: DR 1 - 81 Malium Inert Gas: DR 44 - 142 Bilal Inert Gas: DR 105 - 204 Corthel Inert Gas: DR 167 - 265 Culsion Inert Gas: DR 228 - 327 Dioxis Inert Gas: DR 290 - 388 Hurlothrombic Inert Gas: DR 351 - 450 Kaylon Inert Gas: DR 413 - 511 Korfaise Inert Gas: DR 474 - 573 Methanagen Inert Gas: DR 536 - 634 Mirth Inert Gas: DR 597 - 696 Obah Inert Gas: DR 659 - 757 Rethin Inert Gas: DR 720 - 800 (The DR ranges on these were changed in Publish 4) Eleton Reactive Gas: DR 1? - 400? Irolunn Reactive Gas: DR 100? - 600? Methane Reactive Gas: DR 200? - 700? Orveth Reactive Gas: DR 300? - 800? Sig Reactive Gas: DR 300? - 900? Skevon Reactive Gas: DR 400? - 900? Tolium Reactive Gas: DR 500? - 1000? Unstable Organometallic Reactive Gas: None Unknown Inert Gas: None Unknown Reactive Gas: None Energy / Water Water: OQ 600 - 1000 Wind Energy: PE 1 - 400, OQ 500 - 500 Solar Energy: PE 200 - 600, OQ 500 - 500 Flora Structural Conifer Wood: DR 1 - 600, MA 600 - 1000, SR 100 - 400, UT 1 - 300 Evergreen Wood: DR 1 - 500, MA 800 - 1000, SR 1 - 400, UT 1 - 300 Decidious Wood: DR 1 - 800, MA 400 - 800, SR 300 - 700, UT 1 - 800 Flora Food Beans: None Berries: None Flowers: PE 1 - 700 Fruits: None Fungi: None Greens: None Tubers: None Domesticated Corn: FL 1 - 700, PE 300 - 1000 Domesticated Oats: FL 1 - 700, PE 300 - 1000 Domesticated Rice: FL 1 - 700, PE 300 - 1000 Domesticated Wheat: FL 1 - 700, PE 300 - 1000 Wild Corn: FL 300 - 1000, PE 1 - 700 Wild Oats: FL 300 - 1000, PE 1 - 700 Wild Rice: FL 300 - 1000, PE 1 - 700 Wild Wheat: FL 300 - 1000, PE 1 - 700 Creature Structural Animal Bone: DR 300 - 1000, MA 1 - 500, SR 400 - 1000 Avian Bone: DR 1 - 700, MA 1 - 600, SR 100 - 500, UT 1 - 500 Horns: DR 200 - 1000, MA 1 - 500, SR 300 - 700, UT 1 - 500 Scaley Hide: None Wooly Hide: None Bristley Hide: None Leathery Hide: None Creature Food Avian Meat: FL 1 - 700, PE 300 - 1000 Carnivore Meat: FL 300 - 1000, PE 300 - 1000 Crustacean Meat: None Domesticated Meat: FL 300 - 1000, PE 1 - 700 Fish Meat: None Herbivore Meat: FL 1 - 700, PE 1 - 700 Insect Meat: PE 300 - 1000 Mollusk Meat: None Reptilian Meat: None Wild Meat: FL 1 - 700, PE 300 - 1000 Eggs: None Domesticated Milk: FL 1 - 700, PE 300 - 1000 Wild Milk: PE 1 - 700 Link to comment Share on other sites More sharing options...
Administrators eqsanctum 1,636 Author Administrators Share Posted April 12, 2016 [td][/td] [td]ER[/td] [td]CR[/td] [td]CD[/td] [td]DR[/td] [td]FL[/td] [td]HR[/td] [td]MA[/td] [td]PE[/td] [td]OQ[/td] [td]SR[/td] [td]UT[/td] [td]Titanium Aluminum[/td] [td][/td] [td]1-174[/td] [td]300-408[/td] [td]1-174[/td] [td][/td] [td]200-330[/td] [td]300-452[/td] [td][/td] [td][/td] [td]300-430[/td] [td]300-430[/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] [td][/td] Link to comment Share on other sites More sharing options...
Administrators eqsanctum 1,636 Author Administrators Share Posted April 22, 2016 Foraging giude Foraging is a neat little skill to help you get some basic survival goods, as well as bait for fishing. The little items you pick up can be handy early on in game, as well as giving you a last ditch survival boost in situations. Here is a list of what I've acquired foraging. Things to note about these items: 1. They do NOT fill you up like crafted foods 2. They do stack with each other, but only one of each type at a time. 3. They can be re-eaten/applied as soon as their effects wear off. 4. Anyone can carry a pocket full of these things and use. No class restrictions or requirements. Particular interest has already been peaked regarding the Mind items. I was able to get all them together and put up a temporary 1025 to my mind pool. The time vary as seen below from 50 seconds to a good handful of minutes. If they are going to be used in your templates, pay careful attention to usage times. Foraged Edibles Baits Link to comment Share on other sites More sharing options...
Administrators eqsanctum 1,636 Author Administrators Share Posted April 24, 2016 Fish and Fishing in SWG Introduction Fishing is an curious subgame in SWG. Even though turn-based fishing is far from realistic, the developers put a surprising amount of depth into the game. This page offers a fishing guide, as well as pictures of every fish in the game. The guide itself is divided up into two parts. The first part details some recommended preparation before starting your fishing trip, and is recommended for all people. The second part describes a way to quickly catch many fish, but takes advantage of the way the fishing engine works. Whether or not this is an exploit is up to you. Preparing to Fish Three things are required to start fishing. A fishing pole, some fishing bait, and a fishing location. Fishing Pole The fishing pole is an equippable item that can contain one stack of bait in its tackle. You can change the contents of the pole whether or not it is equipped. Fishing poles are graded with a quality rating from zero to 100. Whether or not the quality of the pole really matters is up to debate, but a pole rated at 70 or higher will be fine, and should be relatively easy to find. Fishing Bait There are four types of fishing bait in the game: grub, worm, chum, and insect. They are all effectively the same during fishing, so it doesn't matter which type you use. Bait is normally found in stacks of 2 to 5 units each. There are two natural sources of bait. You can forage for non-chum bait using Scout skills, or you can use chum bait that you get after filleting caught fish. Besides these sources, you could always ask other fishermen or visit their vendors to buy bait. You only need to rebait your hook when a fish steals the bait or when your line snaps. Since you normally won't have to rebait the hook, and every fish you catch will provide some chum bait, a small amount of bait is enough to get started. For example, two stacks of five units each or four stacks of three units each will be plenty. Fishing Location You can fish in almost any natural body of water. You cannot fish in fountains, nor can you fish in some places like the pool under Fort Tusken. There are several fishable bodies of water on every planet, including Tatooine. Fishing locations are rated on two scales: from zero to five stars in fish density and in vegetation. A high fish density will lead to more nibbles and hopefully more fish caught. A high vegetation rating means you will catch more junk items such as datadisks and will have a greater chance of snagging your line when a fish bites. Ultimately, having a low vegetation rating is more important than a high fish density. I would rather fish in a 2-density, 0-vegetation spot than a 4-density, 2-vegetation spot. When you have your fishing pole, bait, and a suitable location, you can start fishing using the /fish command, or read the guide below. Illustrated Fishing Guide In addition to finding a high density, low vegetation location, we want an area of shallow water to work in . After finding such a place, step out into the water and face along the shoreline , as shown below. Equip the fishing pole, make sure there is bait in the tackle, and type /fish. The /fish command will cast the line, and a splash will show the location of the hook. Since you are facing along the shore, you and your hook should be about the same distance from the waterline . After casting, the fishing engine begins working and generates fishing events. One event is generated every seven seconds. Notice that I'm currently about 3m away from my hook. Try to position yourself between 3m and 5m away . If you get closer than 2m, you will reel in your line and stop fishing. Since tugging on the line will gradually bring the hook closer, staying at least 3m away provides a buffer zone. Above, we've just gotten a nibble event, and we should tug on the line to try to get a bite. It doesn't matter which of the three Tug options is chosen, but here I chose Tug Up after a nibble. The event clock gives us seven seconds to choose a response. I chose Tug Up and hit the Enter key so the display refreshes and shows my chosen action. Now we wait for the rest of the seven seconds. A bite event! Tug on the line again to try to catch the fish. Again, we have seven seconds to make a selection and any Tug option should do fine. I chose Tug Right. Having entered the Tug Right action, the display refreshes to reflect my choice. The fish has been caught. All we have to do is reel it in. Surprisingly, the correct action is to do nothing after a Caught Something event . Don't move, and don't choose any tug or reel-in action yet. Now the control window disappears and a system message saying "You reel-in your catch" is shown. Normally, you would fight with the fish, trying to bring it in over a period of several 7-second steps. Since we're in shallow water and so is the fish, we can walk right over to the bobber without swimming. Swimming will instantly stop the fishing process, but we can stay in shallow water, and walk up to catch the fish . If the fish hasn't stolen our bait during this time, another system message will appear specifying the type of fish that was caught. All Fish Fish by Planet Fish by Species Here are close-up pictures of each species of fish, shown for details. For color comparisons, use the pictures above. Blackfish Blowfish Bluefish Faa Laa Ray Striped Fish Link to comment Share on other sites More sharing options...
Administrators eqsanctum 1,636 Author Administrators Share Posted June 4, 2016 How Resources Shift First some words about the terminology. A lot of people use the term day for the interval between shifts since it is close to a day. We'll use the term shift instead and shifts refer to multiple intervals. Also the term shift is often used by people instead of spawn or despawn. So if someone says that a specific resource shifted, it means it spawned and/or despawned. We will use the words spawn and despawn here to avoid confusion. Overview 'The Resource Shift' is a period where resources are removed (despawns) and new ones are added (spawns). We have rolling changes which continue throughout most of the day. A lot of the rules are related to which shift the changes belong to. So if something doesn't add up, it may be that you are in the middle of a shift period or you are assuming two adjacent shift periods are a single one. Detecting the transfer from one shift to another is almost impossible. Everything related to one single spawn or despawn will happen simultaneously on all planets. The delay seems to be between the various spawns and despawns. Even between a spawn and it's replacement. The Resource Pools EMU Servers have a set of resources which are divided into 4 pools like this: 1) Minimum Pool (15 resources) 1 Steel not including Hardened and Crystallized from JTL 1 Copper not including Conductive from JTL 0 Iron 1 Aluminium not including Perovskitic from JTL 1 Extrusive Ore 1 Intrusive Ore 0 Siliclastic Ore not including Fermionic from JTL 1 Carbonate Ore 1 Crystalline Gemstone 1 Armophous Gemstone 1 Known Radioactive not including High Grade from JTL 1 Known Solid Petrochemicals 1 Known Liquid Petrochemicals 2 Polymer 2 Lubricating Oil 0 Known Inert Gas 0 Known Reactive Gas not including Unstable from JTL Gas 2) Random Pool (27 resources) Any Mineral except Iron and JTL resources. Any Gas except JTL Gas. Any Chemical except Fiberplast Extra Water (Bonus Water in addition to the one in the Native Pool) 3) Fixed Pool (22 resources) 8 JTL Resources (Added just before Publish 11) 14 Iron 4) Native Pool (420 resources) One Fiberplast for each planet One Water for each planet One Wind Energy and One Solar Energy for each planet All 38 Organic types for each planet Despawning old resources Once a shared resource despawns, it will despawn from all planets at the same time. Once a resource has despawned no more of it will ever be created in the galaxy, except by bugs or CSR intervention. Pool Despawn Rules: Minimum Pool: If one of the same type is in pool 2, it is moved to pool 1 and it continues as if it despawned from pool 2. If there is nothing to grab in pool 2, a new one is spawned to replace it. The subtype is drawn randomly. (For example if a Steel is despawned it is replaced by any of the 10 subtypes at random but probably weighted a bit.) Random Pool: A new random resource is selected from a weighted table. For example Radioactive has a low weight, while Polymer, Lube and Known Gas has a rather high weight. It seems that there may be a difference in weight between subtypes, making some of them more rare than others. Iron, JTL resources and all native resources except bonus water can't be spawned in the random pool. Fixed Pool: If a JTL resource despawns, a new one of the same type is spawned. And if an Iron despawns a new random Iron will replace it. Native Pool: A new one of the same type will replace the old one. If a Water despawns and there's one on the same planet in the random pool, that one is grabbed instead just like in the minimum pool. Spawning new resources There can be an interval between a despawn and its replacement. You can even catch native resources missing since the new one hasn't spawned yet. Don't worry, it will show up eventually. A new shared resource will spawn on all its target planets on the same shift. This should happen almost instantenously. The resource name and the stats are selected at random. Some stats have lower and/or upper caps depending on the combination of resource type and resource stat. See this link for a list of all the caps. There are maximums for resource types which mirrors the ones the minimum pool. But they are so high that it's extremely rare to reach them. And with the current size of the random pool it's a non-issue. Statistically there doesn't seem to be any preferences for any planets. Statements like 'Rare resources spawn mostly on adventure planets' are more psychological than factual. Planet Selection: - The following spawn on 1 pre-selected planet: All Native resources except bonus Water. - The following spawn on 1 random planet: All JTL resources and bonus Water. - The following spawn on 1 to 3 random planets: Iron, Intrusive Ore, Extrusive Ore, Solid Petro, Liquid Petro and all Unknown types. - The following spawn on 8 random planets: Non-JTL Steel, Aluminium, Copper, Carbonate Ore, Siliclastic Ore, Crystalline Gemstone, Armophous Gemstone, Known Radioactive, Polymer, Lubricating Oil, Known Inert Gas and Known Reactive Gas. Resource Concentrations The resource concentrations can roughly be grouped into these categories: - High and Plentiful: JTL resources, Chemicals and Inert Gas (Up to 99% and can easily find spots in the 90s) - Medium: Non-JTL Minerals except Ore, Non-JTL Reactive Gas and Flora. (Up to the 90s as well, but normally have to settle for the 80s or even the high 70s) - Low and Rare: Non-JTL Ore, Water, Wind Energy and Solar Energy (Up to the 70s, but often have to settle for the 60s or even the 50s) - Creature: Creature resources (They have a lower limit to the concentration in contrast to the other categories which may go down to 0) - Indoors: Concentrations indoors are always set to 0. Skewed grading scale for concentrations are: - High and Plentiful: 90 Minimum, 94+ Good, 97+ Excellent, 99 Perfect. - Medium: 75 Miniumum, 85+ Good, 90+ Excellent, 95+ Perfect. - Low and Rare: 50 Minimum, 60+ Good, 65+ Excellent, 70+ Perfect.[/indent] Other people will have different opionions. Minimum is for a quick and dirty survey, Good is for a normal one. Execellent is for things that really matter and you have enough time to survey. Perfect is there just to make your day. - A survey tool will only show the concentrations at 10% or higher. - When you are sampling your survey skill will be used to calculate a limit for how high concentration you need to sample. The limit starts high and goes down to 10% (cap) at 100 skill. The amount you sample is based upon the actual concentration minus this limit. - Concentrations have fractions even though they are not shown in your survey tool. This the reason for varying rates reported from harvesters. The harvester's original BER rates do not have fractions. BER 13 is always 13.0. Duration Non-JTL Inorganics last 7 to 10 shifts. However the spread out shift may make a 7 shift spawn appear late in it's shift and despawn early making the duration closer to 6 days. So a more correct statement now would be 6 to 11 days. Organics still seem to last 7 to 21 shifts and we're pretty sure JTL resources last 14 to 21 shifts. Non-JTL Inorganics: 6 to 11 days. Organics: 6 to 22 days. JTL resources: 13 to 22 days. The distribution is spread out evenly between the possible durations. So in 1000 Iron spawns around 250 each would last 7, 8, 9 and 10 shifts. This implies the average is the center between the limits. 8.5 days for Inorganic, 14 days for Organic and 17.5 days for JTL. There also doesn't seem to be any bonus/penalty for planets, resource types nor how much has been harvested. It's all random. We suspect the algorithm picks out the duration when it spawns and stores it internally as a counter. Each shift the counter is decreased by one and it is removed when it reaches zero. Creature Resources The resource shift treats all resources the same, even creature resources. For example no creatures drop Avian Meat on Endor and you can't milk Domesticated Milk on Corellia. But the shift doesn't care about this and continue to spawn and despawn those resources. And creature resources spawn with concentrations as well. The harvest message of Fat, Normal and Skinny signifies which range the concentration is in. That's the reason for the paradox when the same creature is skinny when you get bone, but fat when you get hide. Unfortunately there's no way to tell the actual concentration without trying to calculate from the number of resources you harvest. See thislinkfor more information. For Egg and Milk it may be that their respective harvest algorithms don't look at the concentration. The high random factor makes it almost impossible to find out if concentrations are used. There are 2 special cases for creature resources. - When you are indoors, the game can't match your position to where you are on the planet. (Caves also count as indoors) So it ends up reporting the concentration as 0%. When that happens you only get 1 unit when you harvest. - After a resource has despawned it may now take an hour or more to get a replacement. During that time you get a message that the creature has no harvestable resources of that type. After you get that message the creature will be considered harvested so you can't pick something else. If you send a harvesting droid you will get no error message and no harvest message either. Skill Factor is (Int(Harvest Skill)+100)/100. Since the decimals on the skills are removed, any decimals on the Veghash won't matter. The Creature factor is entirely dependent on the creature's level. It's non-linear and is the same value as you get in scouting experience when harvesting. For example a level 5 creature has factor 34, while a level 30 creature has factor 371. For babies the factor is divided by 10. And yes, meat, hide and bone has concentrations just like any other resource. If you ever wondered why the same creature is reported as skinny when getting bone, but fat when getting hide, there's your answer. If you haven't used a survey tool, I suggest trying one to see how concentrations are spread out. Unlike minable resources, creature resources have a lower cap on the concentrations which they will never go below. The concentration stays for the duration of the spawn just like other resources. (A good tip when running harvest missions is to find the direction with the highest concentration and continue to use that until it despawns.) Unfortunately there's no way to tell actual value of the concentration. The messages about skinny, normal and fat are the only clues beside calculating from how much you actually get. When the concentration factor gets below 9% it is reported as skinny, when it gets above 13.5% it is reported as fat. The highest I've seen is above 15%. (The actual concentration is probably much higher and is divided by a constant value to get the factor. But using these factors instead simplifies the formula.) An example for harvesting a level 30 creature with Hunting 4 without Veghash and no droid: The breakpoint for skinny/normal is: ((45+100)/100) * 371 * (9/100) = 48 units. The breakpoint for normal/fat is: ((45+100)/100) * 371 * (13.5/100) = 72 units. Which means you will get up to 48 when it's skinny, 48 to 72 when it's normal and 72 and above when it's fat. Link to comment Share on other sites More sharing options...
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